Progress Update 5

Art direction
Ive been playing around with the terrain shaders. I imagined the game having some form of pixel art, but still being a fully 3D world. Up until this point I’ve just been running generic default shaders with a sprite map from ripped from Minecraft. When I get round to creating the art assets for trees, players etc then I will settle on a more concrete style, but thats later in development.

screenshot_mon_jan__2_17_02_53_2017

Test scene with new shaders

Screenshot_Mon_Jan__2_17_36_12_2017.png

Screenshot_Mon_Jan__2_17_40_30_2017.png

screenshot_mon_jan__2_15_27_59_2017

Rendered with 5 colours as opposed to 10 in the others

Below are 2 screenshots where I have rendered the scene at half resolution and then scaled it back to full res after. The effect is that a single pixel is now double size. Pretty cool, gives a neat low res look, but doesn’t really make the scene any more readable.

screenshot_mon_jan__2_00_25_12_2017

screenshot_mon_jan__2_00_58_04_2017

Terrain Level Of Detail
I want the player to be able to zoom out of the world at get a look at the whole landscape. It’s  important to the gameplay that the player be aware of the goings on in the surrounding area. Say, if an army is approaching or a village is being raided nearby. At the furthest out zoom level entities within the world will be represented as icons.

screenshot_wed_jan__4_20_11_36_2017

Here you can see some billboarded saplings.

screenshot_wed_jan__4_20_11_48_2017

The visible seams between LOD levels needs to fixed with a transition.

Screenshot_Wed_Jan__4_20_15_09_2017.png

The lowest LOD only uses the grass tile at the moment, that’s why beaches cant be seen.

 

Other:
– Added button to switch to dev camera from within game
– Added an simple ocean shader with faux waves
– Progress made on billboarded grass and trees
– Wrote shaders for different terrain LOD’s

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